We present a novel neural algorithm for performing high-quality, highresolution, real-time novel view synthesis. From a sparse set of input RGB images or videos streams, our network both reconstructs the 3D scene and renders novel views at 1080p resolution at 30fps on an NVIDIA A100. Our feed-forward network generalizes across a wide variety of datasets and scenes and produces state-of-the-art quality for a real-time method. Our quality approaches, and in some cases surpasses, the quality of some of the top offline methods. In order to achieve these results we use a novel combination of several key concepts, and tie them together into a cohesive and effective algorithm. We build on previous works that represent the scene using semi-transparent layers and use an iterative learned render-and-refine approach to improve those layers. Instead of flat layers, our method reconstructs layered depth maps (LDMs) that efficiently represent scenes with complex depth and occlusions. The iterative update steps are embedded in a multi-scale, UNet-style architecture to perform as much compute as possible at reduced resolution. Within each update step, to better aggregate the information from multiple input views, we use a specialized Transformer-based network component. This allows the majority of the per-input image processing to be performed in the input image space, as opposed to layer space, further increasing efficiency. Finally, due to the real-time nature of our reconstruction and rendering, we dynamically create and discard the internal 3D geometry for each frame, generating the LDM for each view. Taken together, this produces a novel and effective algorithm for view synthesis. Through extensive evaluation, we demonstrate that we achieve state-of-the-art quality at real-time rates.
Experience Project Starline, the first photorealistic telepresence system that demonstrably outperforms 2D videoconferencing systems, as measured by participant ratings, meeting recall, and non-verbal behaviors [Lawrence et al. 2021]. Our prototype communication endstations combine state-of-the-art face tracking, real-time neural view synthesis, spatial audio, multi-stream compression, and a high-resolution auto-stereoscopic display to produce a striking and natural sense of co-presence between two meeting participants that is not possible with traditional videoconferencing.
This Immersive Pavilion installation introduces our new system for capturing, reconstructing, compressing, and rendering light field video content. By leveraging DeepView, a recently introduced view synthesis algorithm, our system can reconstruct challenging scenes with view-dependent reflections, semi-transparent surfaces, and near-field objects as close as 34 cm to the surface of our 46 camera capture rig. Improving upon past light field video systems that required specialized storage and graphics hardware for playback, our compressed videos can be rendered in a web browser or on mobile VR headsets while being streamed over a gigabit network connection. This makes ours the first system to encode high quality light field video at sufficiently low bandwidth for internet streaming.
We present a system for capturing, reconstructing, compressing, and rendering high quality immersive light field video. We accomplish this by leveraging the recently introduced DeepView view interpolation algorithm, replacing its underlying multi-plane image (MPI) scene representation with a collection of spherical shells that are better suited for representing panoramic light field content. We further process this data to reduce the large number of shell layers to a small, fixed number of RGBA+depth layers without significant loss in visual quality. The resulting RGB, alpha, and depth channels in these layers are then compressed using conventional texture atlasing and video compression techniques. The final compressed representation is lightweight and can be rendered on mobile VR/AR platforms or in a web browser. We demonstrate light field video results using data from the 16-camera rig of [Pozo et al. 2019] as well as a new low-cost hemispherical array made from 46 synchronized action sports cameras. From this data we produce 6 degree of freedom volumetric videos with a wide 70 cm viewing baseline, 10 pixels per degree angular resolution, and a wide field of view, at 30 frames per second video frame rates. Advancing over previous work, we show that our system is able to reproduce challenging content such as view-dependent reflections, semi-transparent surfaces, and near-field objects as close as 34 cm to the surface of the camera rig.
The increasing demand for 3D content in augmented and virtual reality has motivated the development of volumetric performance capture systemsnsuch as the Light Stage. Recent advances are pushing free viewpoint relightable videos of dynamic human performances closer to photorealistic quality. However, despite significant efforts, these sophisticated systems are limited by reconstruction and rendering algorithms which do not fully model complex 3D structures and higher order light transport effects such as global illumination and sub-surface scattering. In this paper, we propose a system that combines traditional geometric pipelines with a neural rendering scheme to generate photorealistic renderings of dynamic performances under desired viewpoint and lighting. Our system leverages deep neural networks that model the classical rendering process to learn implicit features that represent the view-dependent appearance of the subject independent of the geometry layout, allowing for generalization to unseen subject poses and even novel subject identity. Detailed experiments and comparisons demonstrate the efficacy and versatility of our method to generate high-quality results, significantly outperforming the existing state-of-the-art solutions.
We present a portable multi-camera system for recording panoramic light field video content. The proposed system captures wide baseline (0.8 meters), high resolution (>15 pixels per degree), large field of view (>220°) light fields at 30 frames per second. The array contains 47 time-synchronized cameras distributed on the surface of a hemispherical, 0.92 meter diameter plastic dome. We use commercially available action sports cameras (Yi 4k) mounted inside the dome using 3D printed brackets. The dome, mounts, triggering hardware and cameras are inexpensive and the array itself is easy to fabricate. Using modern view interpolation algorithms we can render objects as close as 33-cm to the surface of the array.
course Capture4VR: from VR photography to VR video Share on Authors: Christian Richardt University of Bath University of BathView Profile , Peter Hedman UCL UCLView Profile , Ryan S. Overbeck Google GoogleView Profile , Brian Cabral Facebook FacebookView Profile , Robert Konrad Stanford University Stanford UniversityView Profile , Steve Sullivan Microsoft MicrosoftView Profile Authors Info & Affiliations SIGGRAPH '19: ACM SIGGRAPH 2019 CoursesJuly 2019 Article No.: 4Pages 1–319https://doi.org/10.1145/3305366.3328028Published:28 July 2019 6citation313DownloadsMetricsTotal Citations6Total Downloads313Last 12 Months33Last 6 weeks4 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
We present a novel approach to view synthesis using multiplane images (MPIs). Building on recent advances in learned gradient descent, our algorithm generates an MPI from a set of sparse camera viewpoints. The resulting method incorporates occlusion reasoning, improving performance on challenging scene features such as object boundaries, lighting reflections, thin structures, and scenes with high depth complexity. We show that our method achieves high-quality, state-of-the-art results on two datasets: the Kalantari light field dataset, and a new camera array dataset, Spaces, which we make publicly available.
We present a system for acquiring, processing, and rendering panoramic light field still photography for display in Virtual Reality (VR). We acquire spherical light field datasets with two novel light field camera rigs designed for portable and efficient light field acquisition. We introduce a novel real-time light field reconstruction algorithm that uses a per-view geometry and a disk-based blending field. We also demonstrate how to use a light field prefiltering operation to project from a high-quality offline reconstruction model into our real-time model while suppressing artifacts. We introduce a practical approach for compressing light fields by modifying the VP9 video codec to provide high quality compression with real-time, random access decompression. We combine these components into a complete light field system offering convenient acquisition, compact file size, and high-quality rendering while generating stereo views at 90Hz on commodity VR hardware. Using our system, we built a freely available light field experience application called Welcome to Light Fields featuring a library of panoramic light field stills for consumer VR which has been downloaded over 15,000 times.
Light fields can provide transportive immersive experiences with a level of realism unsurpassed by any other imaging technology. Within a limited viewing volume, light fields accurately reproduce stereo parallax, motion parallax, reflections, refractions, and volumetric effects for real-world scenes. While light fields have been explored in computer graphics since the mid-90's [Gortier et al. 1996; Levoy and Hanrahan 1996], practical systems for recording, processing, and delivering high quality light field experiences have remained out of reach. In this talk, we describe the hardware and software developed to produce the Welcome to Light Fields virtual reality experience, the first immersive light field experience that can be downloaded and viewed on VR-ready computers with HTC Vive, Oculus Rift, and Windows Mixed Reality HMDs. This piece enables the user to step into a collection of panoramic light field still photographs and be guided through a number of light field environments, including the flight deck of Space Shuttle Discovery. Welcome to Light Fields is a free VR app. on the Steam Store that was launched in March 2018 [Google VR 2018]. This piece is the culmination of a multi-year effort to develop consumer-ready light field technology. We built new camera rigs for light field capture and new algorithms for light field rendering. In this talk, we delve into the details from capture to rendering and the steps in between. We emphasize that our system generates stereoscopic views of a light field for use in current generation consumer VR HMDs. As future work, it could be of interest to display such datasets on near eye light field displays [Lanman and Luebke 2013] to render effects of visual accommodation.
Light Fields let us experience freedom of motion and realistic reflections and translucence like never before in VR. Explore the Gamble House, Mosaic Tile House, and Space Shuttle Discovery. These navigable light field stills showcase the emerging technology Google is using to power its next generation of VR content.
We describe a new technique for coherent out-of-core point-based global illumination and ambient occlusion. Point-based global illumination (PBGI) is used in production to render tremendously complex scenes, so in-core storage of point and octree data structures quickly becomes a problem. However, a simple out-of-core extension of a classical top-down octree building algorithm would be extremely inefficient due to large amount of I/O required. Our method extends previous PBGI algorithms with an out-of-core technique that uses minimal I/O and stores data on disk compactly and in coherent chunks for later access during shading. Using properties of a space-filling Z-curve, we are able to preprocess the data in two passes: an external 1D-sort and an octree construction pass.
Depth-of-field is one of the most crucial rendering effects for synthesizing photorealistic images. Unfortunately, this effect is also extremely costly. It can take hundreds to thousands of samples to achieve noise-free results using Monte Carlo integration. This paper introduces an efficient adaptive depth-of-field rendering algorithm that achieves noise-free results using significantly fewer samples. Our algorithm consists of two main phases: adaptive sampling and image reconstruction. In the adaptive sampling phase, the adaptive sample density is determined by a 'blur-size' map and 'pixel-variance' map computed in the initialization. In the image reconstruction phase, based on the blur-size map, we use a novel multiscale reconstruction filter to dramatically reduce the noise in the defocused areas where the sampled radiance has high variance. Because of the efficiency of this new filter, only a few samples are required. With the combination of the adaptive sampler and the multiscale filter, our algorithm renders near-reference quality depth-of-field images with significantly fewer samples than previous techniques.
Effects such as depth of field, area lighting, antialiasing and global illumination require evaluating a complex high-dimensional integral at each pixel of an image. We develop a new adaptive rendering algorithm that greatly reduces the number of samples needed for Monte Carlo integration. Our method renders directly into an image-space wavelet basis. First, we adaptively distribute Monte Carlo samples to reduce the variance of the wavelet basis' scale coefficients, while using the wavelet coefficients to find edges. Working in wavelets, rather than pixels, allows us to sample not only image-space edges but also other features that are smooth in the image plane but have high variance in other integral dimensions. In the second stage, we reconstruct the image from these samples by using a suitable wavelet approximation. We achieve this by subtracting an estimate of the error in each wavelet coefficient from its magnitude, effectively producing the smoothest image consistent with the rendering samples. Our algorithm renders scenes with significantly fewer samples than basic Monte Carlo or adaptive techniques. Moreover, the method introduces minimal overhead, and can be efficiently included in an optimized ray-tracing system.